//
//  Copyright Tero Pyylampi & Jussi Tuurinkoski 2012. All rights reserved.
//

#include "AppDelegate.h"

#include "cocos2d.h"
#include "MainEngine.h"

USING_NS_CC;

AppDelegate::AppDelegate() : mMainEngine( 0 )
{

}

AppDelegate::~AppDelegate()
{
}

bool AppDelegate::initInstance()
{
    bool bRet = false;
    do {
	#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)

        // Initialize OpenGLView instance, that release by CCDirector when application terminate.
        // The HelloWorld is designed as HVGA.
        CCEGLView * pMainWnd = new CCEGLView();
        CC_BREAK_IF(! pMainWnd
			|| ! pMainWnd->Create(TEXT("Exploder - Tero Pyylampi & Jussi Tuurinkoski"), 800, 480));

	#endif  // CC_PLATFORM_WIN32
        
	#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
        // OpenGLView is initialized in AppDelegate.mm on ios platform, nothing need to do here.
	#endif  // CC_PLATFORM_IOS

	#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)        
        // OpenGLView is initialized in HelloWorld/android/jni/helloworld/main.cpp
		// the default setting is to create a fullscreen view
		// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
	#endif  // CC_PLATFORM_ANDROID
        
	#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)

        // Initialize OpenGLView instance, that release by CCDirector when application terminate.
        // The HelloWorld is designed as HVGA.
        CCEGLView* pMainWnd = new CCEGLView(this);
        CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));

	#ifndef _TRANZDA_VM_  
        // on wophone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file
        cocos2d::CCFileUtils::setResource("HelloWorld.zip");
	#endif

	#endif  // CC_PLATFORM_WOPHONE

	#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
		// MaxAksenov said it's NOT a very elegant solution. I agree, haha
		CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
	#endif
        
        bRet = true;
    } while (0);
    return bRet;
}

bool AppDelegate::applicationDidFinishLaunching() {
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView( &CCEGLView::sharedOpenGLView() );

	// launch the main engine
	mMainEngine = new MainEngine();

	return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
	mMainEngine->applicationPaused();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
	CCTextureCache::sharedTextureCache()->reloadAllTextures();
	mMainEngine->applicationResumed();
}
